XCOM 2
Slower Psi & Spectral Zombies + Improved Lost Walkers
23 Comments
Lûte the Goblin 24 May, 2024 @ 10:08am 
So Lost just move 1 extra tile with this mod?
Paradox Law 10 May, 2018 @ 4:49pm 
I am playing with Realitymachina's Playable Aliens mod, so I have a Sectoid on my squad. Whenever he raise a Psi Zombie, it move like something out of Benny Hill. I half expect to hear Yakkity Sax playing.
CastledCard  [author] 7 Feb, 2018 @ 1:21am 
@p6kocka I don't know.
p6kocka 6 Feb, 2018 @ 10:50pm 
@CastledCard How does this work together with World war L mod pls?
CastledCard  [author] 18 Jan, 2018 @ 4:30pm 
@krumiro Go to Steam\steamapps\workshop\content\268500\1124133092\Config. There open XComGameData_CharacterStats and only edit the stats with the +.
krumiro 18 Jan, 2018 @ 6:06am 
Great Mod! you dude are a genious! I'd love it if you colud add those modified variable as selectable in the .INI file... (I personally am only interested in the changes you make to the Psi Zombies)...
José 3 Sep, 2017 @ 12:15am 
Just confirmed. It was Dragonpunk's mod. Yours works perfectly. The only critcism I have is that there is no spectral zombies on the cover picture! :P
José 31 Aug, 2017 @ 1:01am 
@CastleCard, I think it's both mods trying to override stuff, namely the stats of all The Lost. HP, mobility, etc. I don't think it's something on your side, but theirs. I always crash on Lost and Abandoned, or can't complete the mission when I reach the AO.
Laarryy1234 31 Aug, 2017 @ 12:39am 
@CastledCard Now the description is much better and easyer to understand thanks. now i read it like it should be. Good change made there :). was just trying to fix the missunderstand in the discription nothing else. So you wont have any other starting to wounder.
CastledCard  [author] 31 Aug, 2017 @ 12:36am 
@José What exactly is the problem?
CastledCard  [author] 31 Aug, 2017 @ 12:25am 
@Laarryy1234 "Lost Walkers: 9 Mobility, vanilla HP" VANILLA HP. Their HP is unaffected.
José 31 Aug, 2017 @ 12:20am 
This conflicts with Dragonpunk's Epigenetics portion of thier second wave mod when The Lost are involved. Don't run the two together, folks.
Laarryy1234 31 Aug, 2017 @ 12:20am 
@CastleCard i have not used this mod yet but what im reading in your description it seems like you have.Maybe im reading it wrong or maybe you have writen it abit wrong idk but to me when im reading it it i get the understanding that it has been changed.
CastledCard  [author] 31 Aug, 2017 @ 12:18am 
@Laarryy1234 Again, I did not at all mess with the Lost HP.
Laarryy1234 31 Aug, 2017 @ 12:15am 
CastledCard. about wht scout say about the hp, there is lost with as low hp as 2 and can go all the way to 16 in the very late game.so teh 4-8 would really mess up teh healths.
mynameactually 30 Aug, 2017 @ 8:35pm 
@castledcard the same can be said of some people before they have their morning coffee. Lol
José 30 Aug, 2017 @ 7:55pm 
Just for the sake of variety, would it be possible to add the headshot mechanic to the Psi Zombies? It doesn't have to be the same, but a percentage chance.
Fantasy System 30 Aug, 2017 @ 3:18pm 
i missread thought that was the losts hp and mob
CastledCard  [author] 30 Aug, 2017 @ 3:12pm 
@The Scout Where does it say the Lost got a health buff?
Fantasy System 30 Aug, 2017 @ 2:56pm 
doesent buffing zombies health make the entire lost mechanic useless and make the missions a slog?
marshmallow justice 30 Aug, 2017 @ 2:51pm 
thanks! tanky zombies are great. especially that you can make them go poof if you deal with the sectoid.
CastledCard  [author] 30 Aug, 2017 @ 2:18pm 
@mynameactually Well they walk, sound and go down like a zombie. With a headshot!
mynameactually 30 Aug, 2017 @ 2:17pm 
The Lost are closer to feral ghouls from fallout, not actually zombies.